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It hasn't been on GoG for a while. Was pulled due to some saber rattling by some arse, but it's back again.

Rage software's swansong, a beautiful game, similar to carrier command. Warren Ellis provided some writing for it, and Tom Baker some wonderful narration. It plays well, any Pc today will run it percectly, and for the money, you can't go wrong.

Either command units directly, or let the chip contained minds of dead soldiers take vehicles, and defend the world from a hammy villain and their mad science, across a number of rather weird islands. My description won't do it justice, but it has a boatload of positive reviews that will all speak highly of it, too. If you've got some spare time and a few quid, grab it.

10,000,000 (Steam, iOS) is a lovely way to spend your time. Quick explanation: your guy is running a dungeon on the top part of the screen, and on the bottom half, you're doing Match 3 (with Chuzzle mechanics rather than Bejeweled) to make him perform actions. Match three keys to open doors and chests, match swords to do physical attacks, staffs to do magic attacks, and then wood/stone to collect resources which you can use to unlock extras back at your home. Keep running the dungeon and you get better and better stuff to use, as well as unlocking perks and potions until you can get 10,000,000 points in one run.

It hasn't been on GoG for a while. Was pulled due to some saber rattling by some arse, but it's back again.

Rage software's swansong, a beautiful game, similar to carrier command. Warren Ellis provided some writing for it, and Tom Baker some wonderful narration. It plays well, any Pc today will run it percectly, and for the money, you can't go wrong.

Either command units directly, or let the chip contained minds of dead soldiers take vehicles, and defend the world from a hammy villain and their mad science, across a number of rather weird islands. My description won't do it justice, but it has a boatload of positive reviews that will all speak highly of it, too. If you've got some spare time and a few quid, grab it.

You know I was just researching about that earlier today when looking about for sci-fi marine games.

I remember playing it eons ago, can't remember much from it apart from it being damn atmospheric, and some skill-choosing part at the beginning that I probably was completely oblivious to it's purpose. In the sense of just choosing whatever, and not min-maxing the fuck out of it.

Also on Steam a bit later. For those not in the know, this was created by Irrational, who went on to create Bioshock. It's got a great story, excellent game feel and a good level of horror to it.

But the GoG edition is deliciously DRM-free (Even if Steam is barely DRM) and comes loaded with tons of extras, like design documents, the soundtrack, concept art, and everything else you'd want if you were an obsessive-compulsive hoarder.

So I guess people have been following the stories of Aliens: Colonial Marines and the shoddy nature of it. There's something even better now! On the 360 version the game does not actually create a save file, but actually saves it your 360's cache! If you clear your cache (which I am one to do for HD maintenance every so often) there goes your save!

This along with the shoddy nature of the game, and Randy Pitchford blocking people from his twitter who say he's a liar is doing a bit of damage to Gearbox it seems. And in fairness he kinda of is, accidentally maybe, since entire sections of the game were removed from the demos he presented.

Well, the game is coming from Lovefilm for me (forgot it was on my list) so I'm kinda looking forward to seeing how bad it is. Can't be as bad as Duke Nukem Forever...which was also heavily promoted by Gearbox...right?

I'm starting to think Gearbox aren't as good at developing games as they think they are, Borderlands 2 aside.

I'm starting to think Gearbox aren't as good at developing games as they think they are, Borderlands 2 aside.

Borderlands 2 was developed solely in-house by Gearbox, whereas Colonial Marines had to be outsourced back and forth between several companies for almost six years (don't have time just now to link to the articles I've read, pretty easy to Google), so I don't really blame Gearbox too much for this, same as for why Duke Nukem Forever was a bit mediocre: their role on both games towards the end of the development cycle has been stitching together mislaid stuff from other studios. I'm hoping with Borderlands 2's success that this will get funding more easily cleared for them as a studio to work on their sole-developed stuff.

Borderlands 2 was developed solely in-house by Gearbox, whereas Colonial Marines had to be outsourced back and forth between several companies for almost six years (don't have time just now to link to the articles I've read, pretty easy to Google), so I don't really blame Gearbox too much for this, same as for why Duke Nukem Forever was a bit mediocre: their role on both games towards the end of the development cycle has been stitching together mislaid stuff from other studios. I'm hoping with Borderlands 2's success that this will get funding more easily cleared for them as a studio to work on their sole-developed stuff.

I am aware of this, and yes Duke Nukem Forever was not their fault aside from releasing it ;), but with Aliens it is less clear. One of the developers (Timegate I believe) has played through the game and had a hard time finding any of their work. And quite frankly all parties involved keep saying they were only responsible for X percent so it is hard to know who to believe. Ultimately though, Gearbox was the developer in charge so I think they have more than their fair share of blame and I think it has damaged the brand a little.

I think by the sounds of it, it's likely a case of too many cooks. Or well, a game that's passed between that many different developers isn't likely to end well no matter who the developers are, since it's inevitably gonna be a mess from all the different visions and styles and stuff stitched together in the end.

Question becomes whats next for the franchise. We know Creative Assembly are working on something Alien related but apart from that we don't know what kind of game it is. And given the general disappointment of Prometheus I doubt we'll see anything spinoff from that period of story either.

Picked up Sly: Thieves in Time a little bit ago, while it was on sale at Gamestop ($20 off within a week of release? This doesn't bode well...)

First impressions: thought it was a pretty solid continuation of the trilogy so far. I'm kind of glad that Sanzaru decided to move away from the "voguing" pose-to-pose animations of the second and third installments, and the "Rare Starfox" fuzziness that Sly took on during the crossover games. It was all quite easy to get back into, with most of the old mechanics still in place, and much of the newer mechanics were quite fun to play with (like the hacking minigames) and added a new enjoyable spin. It kind of feels like more could've been done to expand the whole "playing as Sly's ancestors" bit aside from one gimmick and a few attacks, but eh. The levels are still vast and pretty, there's loads of exploration to do, and the enemies are well-designed enough that you can't help but feel a little sorry for the character artists since the most you see of them are from the back.

It's not free of issues, of course -- odd and somewhat unwieldy camera makes a return, for a start. Also, it feels like the levels are a lot shorter than they used to be (so far, at least). In 3, each level comprised of Act 1, Act 2, a major heist/mission, and then a fight with the BBEG. Having gone through the Tokugawan Japan level, it seems like it's just one long act followed by the big baddie boss fight. Some changes were made to Bentley's bomb system as well, which make it a tad more annoying to use now that my muscle memory had been set in from Sly 3. And the need to go around grinding for coins has drastically dropped, now that pickpocketed special items net a much larger profit while the folks at ThiefNet are apparently unaware of the concept of "inflation". I'm also not quite a fan of what Sanzaru did with Penelope between Sly 3 and Sly 4, but then again, after the Geisha house level, I think it's pretty obvious that there were at least one or two furries in the Sanzaru art department.

But otherwise, it's a really good game, and Sanzaru did a good job of bringing it back.

Just crazy compounded on crazy. I also love how the Codec conversations are pure-Metal Gear, filled with pseudo-science, philosophy, humor, cultural differences, location information. And the best part is, it's 95% voluntary. You have to manually go into the codec (it's never required except for a few walk-and-talk sections) and call the people for the long conversations.

The new classes (female Turian, EDI-style bot) are good, but the standout is the Geth Juggernaut. Goddamn thing's Prime-sized.

Tweets from the developers indicate that Robin Sachs (Zaeed) put in some voice work for the single player DLC, so hearing him for the final time will be a kick in the feels.

Speaking of Zaeed, the operation this weekend is called Tribute and it involves using your Avenger (Jessie) and Inferno Grenades. Anyone else planning on being the only one that made it out alive this weekend?

Please note, ME3 discussion around the multiplayer is fine and dandy. Discussion about the single player campaign will be ruthlessly purged. Bitching about the ruthless purging will be ruthlessly purged and result in mandatory vacations from the forum. First, last, and only warning.

This is because of the shitstorm the last topic ended in. I don't have the time, paitence or inclination to deal with that again.